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allheroes.html
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<!Doctype html>
<html ng-app="heroViewer">
<head>
<title>Dota2 Hero Viewer</title>
<meta charset="utf-8">
<script type="text/javascript" src="lib/qtek.js"></script>
</head>
<body style="margin:0px; background:#272D3C">
<canvas id="viewport"></canvas>
<script type="text/javascript">
var renderer = new qtek.Renderer({
canvas: document.getElementById('viewport')
});
renderer.resize(window.innerWidth, window.innerHeight);
var scene = new qtek.Scene();
var camera = new qtek.camera.Perspective({
aspect : window.innerWidth / window.innerHeight,
far : 1000
});
camera.position.set(40, 10, 40);
var control = new qtek.plugin.OrbitControl({
target : camera,
domElement : renderer.canvas
});
var shadowMapPass = new qtek.prePass.ShadowMap({
});
var animation = new qtek.animation.Animation();
animation.start();
var light = new qtek.light.Directional({
intensity : 0.5,
shadowResolution : 512,
shadowBias : 0.02
});
light.position.set(10, 20, 5);
light.lookAt(new qtek.math.Vector3(0, 10, 0), new qtek.math.Vector3(0, 0, 1));
scene.add(light);
var groundPlane = new qtek.Mesh({
geometry : new qtek.geometry.Plane({
widthSegments : 10,
heightSegments : 10
}),
material : new qtek.Material({
shader : qtek.shader.library.get('buildin.basic', 'diffuseMap')
}),
culling : false
});
groundPlane.material.set('color', [0.7, 0.7, 0.7]);
groundPlane.geometry.generateBarycentric();
groundPlane.rotation.rotateX(-Math.PI / 2);
groundPlane.scale.set(500, 500, 1);
var texture = qtek.util.texture.createChessboard(2048, 16, '#ddd', '#777');
groundPlane.material.set('diffuseMap', texture);
scene.add(groundPlane);
var skeletons = [];
var clips = [];
var task = qtek.async.Task.makeRequestTask('heroes/overview_cn.json');
var shaderTask = qtek.async.Task.makeRequestTask('assets/shaders/hero.essl');
var taskGroup = new qtek.async.TaskGroup();
taskGroup.all([task, shaderTask]).success(function(res) {
var heroList = JSON.parse(res[0]);
// heroList = heroList.slice(0, 50);
var heroFragShader = res[1];
var nRow = Math.floor(Math.sqrt(heroList.length));
function loadOneHero(idx) {
var item = heroList[idx];
if (!item) {return;}
var heroRootPath = "heroes/" + item.name + "/";
var gltfLoader = new qtek.loader.GLTF();
gltfLoader.load(heroRootPath + item.name + ".json");
gltfLoader.success(function(gltfResult) {
var heroRootNode = new qtek.Node();
var children = gltfResult.scene.children();
for (var i = 0; i < children.length; i++) {
heroRootNode.add(children[i]);
}
heroRootNode.update(true);
heroRootNode.traverse(function(node) {
if (node.geometry) {
node.geometry.generateTangents();
if (node.material && heroFragShader) {
var mat = node.material;
var shader = mat.shader;
shader.setFragment(heroFragShader);
// reattach
mat.attachShader(shader);
shader.enableTexturesAll();
}
}
});
var x = (idx / nRow - nRow / 2) * 30;
var z = (idx % nRow - nRow / 2) * 30;
heroRootNode.position.set(x, 0, z);
heroRootNode.rotation.rotateX(-Math.PI/2);
heroRootNode.scale.set(0.1, 0.1, 0.1);
var matTask = qtek.async.Task.makeRequestTask(heroRootPath + 'materials.json');
matTask.success(function(materials) {
materials = JSON.parse(materials);
for (var name in materials) {
var params = materials[name];
var mat = gltfResult.materials[name];
var Texture2D = qtek.texture.Texture2D;
mat.shader.disableTexturesAll();
if (mat) {
['diffuseMap', 'normalMap', 'maskMap1', 'maskMap2']
.forEach(function(name) {
if (params[name] !== undefined) {
var texture = new Texture2D({
wrapS : qtek.Texture.REPEAT,
wrapT : qtek.Texture.REPEAT
});
texture.load(params[name]);
mat.set(name, texture);
mat.shader.enableTexture(name);
}
});
['u_SpecularExponent', 'u_SpecularScale', 'u_SpecularColor', 'u_RimLightScale', 'u_RimLightColor']
.forEach(function(name) {
if (params[name] !== undefined) {
mat.set(name, params[name]);
}
});
if (params.transparent) {
mat.transparent = true;
mat.depthMask = false;
}
}
}
scene.add(heroRootNode);
loadOneHero(idx + 1);
});
});
}
loadOneHero(0);
});
animation.on('frame', function(deltaTime) {
// shadowMapPass.render(renderer, scene, camera);
control.update(deltaTime);
renderer.render(scene, camera);
})
</script>
</body>
</html>